2,232 research outputs found
Technical aspects of a demonstration tape for three-dimensional sound displays
This document was developed to accompany an audio cassette that demonstrates work in three-dimensional auditory displays, developed at the Ames Research Center Aerospace Human Factors Division. It provides a text version of the audio material, and covers the theoretical and technical issues of spatial auditory displays in greater depth than on the cassette. The technical procedures used in the production of the audio demonstration are documented, including the methods for simulating rotorcraft radio communication, synthesizing auditory icons, and using the Convolvotron, a real-time spatialization device
Sonification of guidance data during road crossing for people with visual impairments or blindness
In the last years several solutions were proposed to support people with
visual impairments or blindness during road crossing. These solutions focus on
computer vision techniques for recognizing pedestrian crosswalks and computing
their relative position from the user. Instead, this contribution addresses a
different problem; the design of an auditory interface that can effectively
guide the user during road crossing. Two original auditory guiding modes based
on data sonification are presented and compared with a guiding mode based on
speech messages.
Experimental evaluation shows that there is no guiding mode that is best
suited for all test subjects. The average time to align and cross is not
significantly different among the three guiding modes, and test subjects
distribute their preferences for the best guiding mode almost uniformly among
the three solutions. From the experiments it also emerges that higher effort is
necessary for decoding the sonified instructions if compared to the speech
instructions, and that test subjects require frequent `hints' (in the form of
speech messages). Despite this, more than 2/3 of test subjects prefer one of
the two guiding modes based on sonification. There are two main reasons for
this: firstly, with speech messages it is harder to hear the sound of the
environment, and secondly sonified messages convey information about the
"quantity" of the expected movement
Spatialization of ECOS method at micro-basin level in rural development-oriented ecotourism planning
This research discusses the prediction that within the framework of the principles of sustainable development; in regions deemed suitable for ecotourism activities, spatial planning is required, which includes a 'spatial sensitivity', 'participatory understanding' and 'holistic use'. Within the framework of the hypothesis developed; a new method approach was developed for Kofcaz/K??rklareli sample, located in northwest Turkey, that could be incorporated into future ecotourism policies and plans with ECOS and AHP Method, which can be adapted to the space on a micro-basin basis. During the inventory phase of the study and determination of the current situation, a database was created in the GIS environment on the basis of 145 micro-basins determined by the philosophy of the basin and sub-basin of the data on natural and cultural landscape elements. 6 basic criteria, 23 evaluation factors and 73 sub-evaluation criteria were determined with ECOS method developed in the light of RRA Technique and literature findings to be applied in the field. To determine the priority values and ranking of the main and lower criteria, weight scores related to evaluation criteria were determined from 12 individuals via the AHP technique. Conformity values and conformity coefficients for the specified basic and sub-criteria were analyzed at 145 micro basin levels and thematic maps were created. With overlay analysis, synthesis pad was created, appropriate areas for ecotourism were determined, and ecotourism management strategies focused on rural development were developed. These results can be integrated into basin-scale spatial planning that stands out both nationally and internationallyScientific and Technological Research Council of Turkey [120O155]This study was supported by the The Scientific and Technological Research Council of Turkey Rapid Support Project No. 120O15
Leveraging eXtented Reality & Human-Computer Interaction for User Experi- ence in 360◦ Video
EXtended Reality systems have resurged as a medium for work and entertainment. While
360o video has been characterized as less immersive than computer-generated VR, its
realism, ease of use and affordability mean it is in widespread commercial use. Based
on the prevalence and potential of the 360o video format, this research is focused on
improving and augmenting the user experience of watching 360o video. By leveraging
knowledge from Extented Reality (XR) systems and Human-Computer Interaction (HCI),
this research addresses two issues affecting user experience in 360o video: Attention
Guidance and Visually Induced Motion Sickness (VIMS).
This research work relies on the construction of multiple artifacts to answer the de-
fined research questions: (1) IVRUX, a tool for analysis of immersive VR narrative expe-
riences; (2) Cue Control, a tool for creation of spatial audio soundtracks for 360o video, as
well as enabling the collection and analysis of captured metrics emerging from the user
experience; and (3) VIMS mitigation pipeline, a linear sequence of modules (including
optical flow and visual SLAM among others) that control parameters for visual modi-
fications such as a restricted Field of View (FoV). These artifacts are accompanied by
evaluation studies targeting the defined research questions. Through Cue Control, this
research shows that non-diegetic music can be spatialized to act as orientation for users.
A partial spatialization of music was deemed ineffective when used for orientation. Addi-
tionally, our results also demonstrate that diegetic sounds are used for notification rather
than orientation. Through VIMS mitigation pipeline, this research shows that dynamic
restricted FoV is statistically significant in mitigating VIMS, while mantaining desired
levels of Presence. Both Cue Control and the VIMS mitigation pipeline emerged from a
Research through Design (RtD) approach, where the IVRUX artifact is the product of de-
sign knowledge and gave direction to research. The research presented in this thesis is
of interest to practitioners and researchers working on 360o video and helps delineate
future directions in making 360o video a rich design space for interaction and narrative.Sistemas de Realidade EXtendida ressurgiram como um meio de comunicação para o tra-
balho e entretenimento. Enquanto que o vídeo 360o tem sido caracterizado como sendo
menos imersivo que a Realidade Virtual gerada por computador, o seu realismo, facili-
dade de uso e acessibilidade significa que tem uso comercial generalizado. Baseado na
prevalência e potencial do formato de vídeo 360o, esta pesquisa está focada em melhorar e
aumentar a experiência de utilizador ao ver vídeos 360o. Impulsionado por conhecimento
de sistemas de Realidade eXtendida (XR) e Interacção Humano-Computador (HCI), esta
pesquisa aborda dois problemas que afetam a experiência de utilizador em vídeo 360o:
Orientação de Atenção e Enjoo de Movimento Induzido Visualmente (VIMS).
Este trabalho de pesquisa é apoiado na construção de múltiplos artefactos para res-
ponder as perguntas de pesquisa definidas: (1) IVRUX, uma ferramenta para análise de
experiências narrativas imersivas em VR; (2) Cue Control, uma ferramenta para a criação
de bandas sonoras de áudio espacial, enquanto permite a recolha e análise de métricas
capturadas emergentes da experiencia de utilizador; e (3) canal para a mitigação de VIMS,
uma sequência linear de módulos (incluindo fluxo ótico e SLAM visual entre outros) que
controla parâmetros para modificações visuais como o campo de visão restringido. Estes
artefactos estão acompanhados por estudos de avaliação direcionados para às perguntas
de pesquisa definidas. Através do Cue Control, esta pesquisa mostra que música não-
diegética pode ser espacializada para servir como orientação para os utilizadores. Uma
espacialização parcial da música foi considerada ineficaz quando usada para a orientação.
Adicionalmente, os nossos resultados demonstram que sons diegéticos são usados para
notificação em vez de orientação. Através do canal para a mitigação de VIMS, esta pesquisa
mostra que o campo de visão restrito e dinâmico é estatisticamente significante ao mitigar
VIMS, enquanto mantem níveis desejados de Presença. Ambos Cue Control e o canal para
a mitigação de VIMS emergiram de uma abordagem de Pesquisa através do Design (RtD),
onde o artefacto IVRUX é o produto de conhecimento de design e deu direcção à pesquisa.
A pesquisa apresentada nesta tese é de interesse para profissionais e investigadores tra-
balhando em vídeo 360o e ajuda a delinear futuras direções em tornar o vídeo 360o um
espaço de design rico para a interação e narrativa
Immersive moodboards, a comparative study of industrial design inspiration material
A recent trend in our industrial culture has been the gradual emergence of digital tools in various fields of human activity. They aim to reduce development time, cost, or to insure a low error, high quality process. Many fields have been improved thanks to this new computerized approach. This paper is centered on how industrial design could be assisted by virtual reality tools. More specifically it presents a new vision of early design methodologies through immersive technologies. It also presents the results of an experimentation aiming to compare traditional moodboards with a newly developed immersive moodboard. When analyzing and comparing the relationship of the industrial designer to a traditional and an immersive moodboard, our result highlights the fact that immerging the industrial designer in an immersive moodboard induces a high emotional activity without radically modifying the meaning of the represented trend. The moodboard data spatialization stimulates and engages the designer into interacting with the immersive moodboard. The virtual reality system provides the illusion of a potential reality, which can be used by the designer as a reflection basis for his work. We believe that delivering this immersive experience during the early design process will help the industrial designer make style related decisions.Projet CARNO
Singing synthesis with an evolved physical model
A two-dimensional physical model of the human vocal tract is described. Such a system promises increased realism and control in the synthesis. of both speech and singing. However, the parameters describing the shape of the vocal tract while in use are not easily obtained, even using medical imaging techniques, so instead a genetic algorithm (GA) is applied to the model to find an appropriate configuration. Realistic sounds are produced by this method. Analysis of these, and the reliability of the technique (convergence properties) is provided
Literature Review Reveals a Global Access Inequity to Urban Green Spaces
Differences in the accessibility to urban resources between different racial and socioeconomic groups have exerted pressure on effective planning and management for sustainable city development. However, few studies have examined the multiple factors that may influence the mitigation of urban green spaces (UGS) inequity. This study reports the results of a systematic mapping of access inequity research through correspondence analysis (CA) to reveal critical trends, knowledge gaps, and clusters based on a sample of 49 empirical studies screened from 563 selected papers. Our findings suggest that although the scale of cities with UGS access inequity varies between countries, large cities (more than 1,000,000 population), especially in low- and middle-income countries (LMICs), are particularly affected. Moreover, the number of cities in which high socioeconomic status (high-SES) groups (e.g., young, rich, or employed) are at an advantage concerning access to UGS is substantially higher than the number of cities showing better accessibility for low-SES groups. Across the reviewed papers, analyses on mitigating interventions are sparse, and among the few studies that touch upon this, we found different central issues in local mitigating strategies between high-income countries (HICs) and LMICs. An explanatory framework is offered, explaining the interaction between UGS access inequity and local mitigating measures
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